Starter Commander Decks

Fortified Village

Fortified Village

Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}.
Game Trail

Game Trail

Land
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {G}.
Graypelt Refuge

Graypelt Refuge

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}.
Haven of the Spirit Dragon

Haven of the Spirit Dragon

Land
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell.
{2}, {T}, Sacrifice this land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
Holdout Settlement

Holdout Settlement

Land
{T}: Add {C}.
{T}, Tap an untapped creature you control: Add one mana of any color.
Even in areas of profound devastation, the hedrons remained intact.
Jwar Isle Refuge

Jwar Isle Refuge

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}.
Kazandu Refuge

Kazandu Refuge

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}.
Meandering River

Meandering River

Land
This land enters tapped.
{T}: Add {W} or {U}.
The river split into many channels as it flowed to the Halimar Sea. Few travelers could follow the same one twice.
Molten Slagheap

Molten Slagheap

Land
{T}: Add {C}.
{1}, {T}: Put a storage counter on this land.
{1}, Remove X storage counters from this land: Add X mana in any combination of {B} and/or {R}.
Moorland Haunt

Moorland Haunt

Land
{T}: Add {C}.
{W}{U}, {T}, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
Myriad Landscape

Myriad Landscape

Land
This land enters tapped.
{T}: Add {C}.
{2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Path of Ancestry

Path of Ancestry

Land
This land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1.
Port Town

Port Town

Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}.
Prairie Stream

Prairie Stream

Land - Plains Island
({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands.
The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.
Rugged Highlands

Rugged Highlands

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}.
Salt Marsh

Salt Marsh

Land
This land enters tapped.
{T}: Add {U} or {B}.
Only death breeds in stagnant water.
—Urborg saying
Sejiri Refuge

Sejiri Refuge

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}.
Shivan Oasis

Shivan Oasis

Land
This land enters tapped.
{T}: Add {R} or {G}.
Only the hardiest explorers survive to eat the fruit.
Smoldering Marsh

Smoldering Marsh

Land - Swamp Mountain
({T}: Add {B} or {R}.)
This land enters tapped unless you control two or more basic lands.
The continent of Guul Draz is a geothermal swampland reeking of heat and decay.
Stensia Bloodhall

Stensia Bloodhall

Land
{T}: Add {C}.
{3}{B}{R}, {T}: This land deals 2 damage to target player or planeswalker.
The revelry ends when the supply of fresh ingenues runs dry.
Submerged Boneyard

Submerged Boneyard

Land
This land enters tapped.
{T}: Add {U} or {B}.
"Long after the land has given up the last of its secrets, there will still be mysteries in the depths of the sea."
—Kiora
Sunken Hollow

Sunken Hollow

Land - Island Swamp
({T}: Add {U} or {B}.)
This land enters tapped unless you control two or more basic lands.
On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.
Temple of Abandon

Temple of Abandon

Land
This land enters tapped.
When this land enters, scry 1.
{T}: Add {R} or {G}.
Temple of Deceit

Temple of Deceit

Land
This land enters tapped.
When this land enters, scry 1.
{T}: Add {U} or {B}.
Temple of Enlightenment

Temple of Enlightenment

Land
This land enters tapped.
When this land enters, scry 1.
{T}: Add {W} or {U}.